NVIDIA Flow, was previously announced by the company in 2016's GDC as the new GameWorks implementation for combustible fluid, fire and smoke simulation (superseding NVIDIA's Turbulence and FlameWorks.) It makes use of an adaptive sparse voxel grid for maximum flexibility with the least memory impact, being optimized for use of Volume Tiled Resources when available. With this technology being implemented on the Unreal Engine 4 soon, the company is now looking to increase developer awareness of the tool by showcasing its capabilities.

In the video below, the company is showing off its DirectX 12 implementation of the technology, which showcases gas combustion that results into real-time simulation of fire and smoke in the air.

Well, only this way you can make fire/smoke an integral part of gameplay. To be fully dynamic. Imagine a Ranbow Six Siege or CS:GO with such mechanic. Tracing the movement of people coming out of smoke, motion of molotov fire, spreading of smoke through corridors etc. Coz right now, all this stuff is still on the level of games from 1999...

Well, only this way you can make fire/smoke an integral part of gameplay. To be fully dynamic. Imagine a Ranbow Six Siege or CS:GO with such mechanic. Tracing the movement of people coming out of smoke, motion of molotov fire, spreading of smoke through corridors etc. Coz right now, all this stuff is still on the level of games from 1999...

Whenever I play a game with any kind of undergrowth I just want to set a fire. The problem with decent fire simulations in games is that you'd have to limit it somehow, make it artificial. Otherwise everything in every game with fire would always burn. Which is wonderful obviously, but still.

I'm talking flame motion when initiated, not the fact that fire would just spread to everything.

For example, the tracking of players exiting smoke grenades as the smoke would be dragged out of the "cluster" with player motion, so you could see from a smoke where player went from it.

Fire from molotov would spill out more realistically, especially when it's not on a flat surface, like for example rolling it down the stairs, cretaing a moving fire wall. Or spilling it across the edge of platform which is something you just can't even do today with primitive contact calculations.

Then again, CPU physics could be used way more even to such extent, but no one even bothers doing it. Why not, I have no clue.

This certainly isn't true for the upcoming title Flamegirl: Adventures in Flameworld, a third-person action adventure where you play the role of Flamey, a girl made of flame, who is traverses the fiery landscape on her journey through Flameworld, accompanied by her flame companions Hot John and Bill Burns, two adolescent flame children whose parents were killed by the Fire Demon, Flamerson Flame, who rules the kingdom with a molten iron fist.

This certainly isn't true for the upcoming title Flamegirl: Adventures in Flameworld, a third-person action adventure where you play the role of Flamey, a girl made of flame, who is traverses the fiery landscape on her journey through Flameworld, accompanied by her flame companions Hot John and Bill Burns, two adolescent flame children whose parents were killed by the Fire Demon, Flamerson Flame, who rules the kingdom with a molten iron fist.

Probably because that would use quite a lot of threads, and developers can really only count on most users having four available at any one time. Hopefully with Ryzen out there, and Intel making moves supposedly to up core/thread count we'll see more physics simulation being implemented into games.

Probably because that would use quite a lot of threads, and developers can really only count on most users having four available at any one time. Hopefully with Ryzen out there, and Intel making moves supposedly to up core/thread count we'll see more physics simulation being implemented into games.

And being DX12 it should allow for an even playing field unless Nvidia locks it to CPU only as they have done in the past, then users hack it and show it works as well on other hardware, then Nvidia locks it further and it causes issues on the three games it actually is used on and.....

This certainly isn't true for the upcoming title Flamegirl: Adventures in Flameworld, a third-person action adventure where you play the role of Flamey, a girl made of flame, who is traverses the fiery landscape on her journey through Flameworld, accompanied by her flame companions Hot John and Bill Burns, two adolescent flame children whose parents were killed by the Fire Demon, Flamerson Flame, who rules the kingdom with a molten iron fist.